Nyhan, Paul. Video Game Violence: Do parents overreact?. 2008
http://seattlepi.nwsource.com/videogames/360857_videogames28.html (D.R.)

  • People often worry about the subtle effects of video games and ignore benefits D.H. G.G.
  • teenagers find ways to get what they are denied D.H. G.G.
  • have growing arsenal of software:web site and tactics to cope with video games D.H. G.G..
  • parents are often behind D.H. G.G.
  • google searches of violent video games adds to parent confusion D.H. G.G.
  • some facts are misleading D.H. G.G.
  • researchers found children draw clear distinctions and between screen violence and the real thing D.H. G.G.
  • video game often are a social tool D.H. G.G.
  • can we use behavior involving game play as markers as what kids watch D.H. G.G.
  • social dimensions are included in video game headsets D.H. G.G.
  • limits on video game violence are crucial D.H. G.G.
  • parents should hold off video games for their children until they are 7 D.H. G.G.
  • PC based games can be monitored with Spector Pro Software to see game playing and web-site visiting D.H. G.G.
  • parents can also limit the rating of the games D.H. G.G.
  • trust is built on talking and playing with your children D.H. G.G.
  • extreme violence is games is not much different to violence in movies D.H. G.G.
  • we turn viloence into entertainment D.H. G.G.
  • we are just beginning to understand modern media's effects on children D.H. G.G.
  • correlation between mature violent game playing and bullying, fighting at school and poor grades. D.H. G.G.
  • researchers have hundreds of studies linking media D.H. G.G.
  • more researched is needed into whats happening and what are the outcomes D.H. G.G.
  • some monitoring of game play can give parents better limits D.H. G.G.
  • parents and children should discuss game play together D.H. G.G.
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Punch , Daniel. Video Game violence: what do you think about it. 1994.
http://www.user-groups.net/articles/game_violence.html D.R.
  • the outrage is cyclic D.H. G.G.
  • if game is simply purchased and played, this tasteless and inappropriate game would never be encountered D.H.G.G.
  • almost all games contain a certain amoutnt of violence D.H.G.G.
  • kid friendly "Mario" games my nintendo feature a character stomping on heads D.H.G.G.
  • majority of games, even children games involve generally "disposing" enemy in some manor D.H.G.G.
  • only difference on kid games is that the "bad" character will generally bounce back in a cute mannor and explode, or dissappear, whereas older mature players somewhat realistically spray out red gush D.H.G.G.
  • whenever a young person commits a crime, its blamed on video games D.H.G.G.
  • without solid evidence,its hard to say whether ornot violent video games had influenced children D.H.G.G.
  • history shows that brutal crimes were committed long before video games, and movies came out D.H.G.G.
  • children are influenced by something they are excited about D.H.G.G.
  • content rating systems is not geared toward consumer restrictions, but to what they are going to experience D.H.G.G.
  • legal restrictions are not put into place untill the higher more severe rating like x-rated D.H.G.G.
  • parents, guaarrrdians, and society need to start taking interest in who isviewing certain types of content D.H.G.G.
  • children just want people to take an interest in what they are interested in D.H.G.G.
  • the only way to get the game in childrens possesion is if parent purchases game for them D.H.G.G.
  • the games content has fallen into minors hands but is not the fault of the game developer D.H.G.G.
  • the violent nature increase the enjoyment D.H.G.G.
  • video games are escapism D.H.G.G.
  • no point in playng something that you can just walk out and do D.H.G.G.
  • many should study why this content is so appealing to society D.H.G.G.
  • instead of complaining about what the children are doing, the parent should be there to look at the ratings printed clearly on the back D.H.G.G.
  • many conroversies surrounding recent video games and their content D.H.G.G.
  • all the controversy surrounding the gamers cause mass hpye the less informed gamers D.H.G.G.
  • some play the game just to find out what all the talk about the game is all about D.H.G.G.
  • to really be sure about the impact of games, one would have to control a group of isolated children that have never played a violent video game and see the results D.H.G.G.
  • parents should tell how they really feel about the video game instead of just letting the child install the violent video game, then making a big deal about it D.H.G.G.
  • artistic integrity in rendering blood that that is even more liquid than in appearance D.H.G.G.
  • sports games consistantly sell in large numbers D.H.G.G.
  • many never feel the overwhelming desire to "break down into a kung fu stance and commit murder" D.H.G.G.
  • influence imagination D.H.G.G. ----

jenkins, henry. Reality Bytes:eight myths about video games debunked. PBS. 11-13-08 http://www.pbs.org/kcts/videogamerevolution/impact/myths.html. (G.G.)

  • juvinile violent crimes in the U.S. is at a 30 year low (G.G.)
  • people serving time for violent crimes typically consume less media before committing their crimes (G.G.)
  • young people in general are more likely to be gamers (G.G.)
  • 90% of boys 40% of girls are gamers (G.G.)
  • the majority of kids who play do not commit antisocial acts (G.G.)
  • the strongest risk factors rof school shootings are centered on mental stabilty and quality on home life, not media exposure (G.G.)
  • it misdirects energy away from committing the actual crime and younth violence (G.G.)
  • allows problems to continue to fester (G.G.)
  • aggressive people like aggressive entertainment (G.G.)
  • no research has found that video games are a primary factor in turning a normal person into a killer (G.G.)
  • 62% of the console markey, and 66% of the PC market is 18 or older (G.G.)
  • the game industry caters to adult taste (G.G.)
  • parents ignore game rating because the assume that games are just for kids (G.G.)
  • more should be done to educate parents about the media chices they are facing (G.G.)
  • 83% of game purchases for underage consumers are made by parents, or parents of children together (G.G.)
  • the video game market has been mainly male (G.G.)
  • women games helps improve self confidece, and improve confrontation challenges in everyday lives (G.G.)
  • engages interest in children from an early age, just like fairy tales were aware (G.G.)
  • to sheild children up to the age of 18 from exposure to violent description and images would not only be quixotic, but deforming (G.G.)
  • many games are desinged to be ethical testing grounds (G.G.)
  • allow player to navigate an expansive and open-ended world, make their own choices, and witness own consequence (G.G.)
  • games are the only medium that allows us to experiencee guilt over fictional characters (G.G.)

*Effects of video game playing on children 11/14/08
http://www.mediafamily.org/facts/facts_effect.shtml D.H.
Advantages
  • Video game playing introduces children to new technology D.H.
  • Games can give practice in following directions. D.H.
  • Some games practice in problem solving and logic. D.H.
  • games give opportunities for parents and kids to play together D.H.
  • entertaing and fun D.H.
  • FACTS:
  • video game market reached nearly $10.5 billion in sales in 2005 D.H.
  • projected slaes will reach $46.5 billion in 2010 D.H.
  • video game market reached nearly $10.5 billion in sales in 2005 D.H.
  • 83% of 8 to 18 year olds have at least one game at home D.H.
  • 21% of parents set rules about which games they can play D.H.
  • 17% parents check the video game ratings D.H.
  • 12% of gamers said they play innapproriate games and are aware D.H.
Disadvantages:
  • over-dependence on video games could foster social isolation; often played alone D.H.
  • violent acts may contribute more aggressive behavior than television D.H.
  • women are usually weaker characters D.H.
  • most games are often based on violence, aggression and gender bias D.H.
  • most games offer weapons which involve killing, kicking, stabbing, and shooting. D.H.
  • most games do not offer action that requires independent thought or creativity. D.H.
  • violent video games can affect gamer more because they are in control and experience everything D.H.
REASONS PLAYERS LIKE GAMES:
  • fun D.H.
  • like to feel in control D.H.
  • releases tension D.H.
  • relieves boredom D.H.
  • develops gaming and technology skills D.H.
RATINGS:
  • Early Childhood: C. suitable for children 3 and older D.H.
  • Everyone: E. suitable for everyone D.H.
  • EVERYONE 10 AND OLDER: E10. suitable for everyone older than 10 D.H.
  • Teen: T. suitable for kids 13 and older D.H.
  • Mature: M. suitable for kids 17 and older D.H.
  • Adults only: AO. suitable for adults only D.H.
  • Rating Pending: RP. D.H. ----

Effects on social development and relationships. The future of children. 11-13- 08
http://www.futureofchildren.org/information2827/information_show.htm?doc_id=69831

  • can influence childrens cognitive and academic skills (G.G.)
  • shape childrens social interaction and developement (G.G.)
  • child relationship with computer savvy child taking on role of teacher to the parent (G.G.)
  • studies show that children are more likelylikely to help their parents with computers rather than parents helping children (G.G.)
  • childrens time on computers is actually spent extending social relationships by connecting with others through interpersonal (G.G.)communication applications via the internet (G.G.)
  • game playing has been the predominant use of home computers among children (G.G.)
  • moderate game playing has little social impact (G.G.)
  • research suggests that playing violent video games can increase childrens aggressive behavior in other situations (G.G.)
  • does not impact social skills and relationships with friends and family positively or negatively (G.G.)
  • a few studies show some midly positive effects (G.G.)
  • frequent game players meet friends outside of shcool more often than less frequent game players (G.G.)
  • computer games tend to bring family members together for shared play and interaction (G.G.)
  • spending an excessive amount of time of time on any one game will hamper social and educational development (G.G.)
  • repetive play of violent video games may lead to aggressiveness and hostility (G.G.)
  • many games encourage positive, pro-social behaviors (G.G.)
  • survey of seventh and eigth-grade students found that their favorite games are violent themes (G.G.)
  • playing violent video games demonstrate less pro-social behavior (G.G.)
  • studies of television have found that continued exposure to violence and aggression has a negative impact, and desensitizes children to other suffering, but studies of computer games have not yet explored a link (G.G.)
  • since the 1980's bot hthe U.S. and british military have used violent video games for training, and to make them more willing to kill (G.G.)
  • internets main use id to communicate with friends, meet new people, get personal help, and to join groups (G.G.)
  • also able to keep up with both local and distant friends (G.G.)
  • college students frequently use e-mail to correspond with their parents and to keep up with their high school friends (G.G.)
  • use of internet for socal experimentation is consistent with developemental stages of life (G.G.)

Needlman Robert Video Games: promises and perils 11/18/08
http://www.drspock.com/article/0,1510,4186,00.html
  • video games are like candy: A little is fine but too much is unhealthy D.H.
  • you can prohibit or severely limit video games in your own home D.H.
  • children can also polay games at friends' houses or arcades D.H.
  • easily accesible D.H.
  • start hard and improve player's skills D.H.
  • tasks should be challenging but not overly frustrating D.H.
  • can satisfy children's natural drive to learn new skills and master new challenges D.H.
  • can help teach math and reading, and foster logical thinking D.H.
  • games can be ticket to popularity. by owning cool game D.H.
  • good to keep children occupied D.H.
  • good for parents to play with children D.H.
  • average child spends six hours a day of consumer media D.H.
  • lots of game playing can contribute to childhood obesity D.H.
  • games reward for beating, shooting, killin and stabbing D.H.
  • lessons children learn from violent video games tend to cross over into real life D.H.
  • Media violence also causes nightmares and other stress-related symptoms in some children D.H.
  • they get children actively involved in the killing D.H.
  • Think in terms of "screen time"-- D.H.
  • any benefits are likely to be far outweighed by the lost opportunities for healthier activities D.H.
  • parents are capable of controlling time on the screens D.H.
  • parents should take the time to read about each game before D.H.
  • look for ratings D.H.
  • some ratings may confuse, look for details about the content D.H.
  • keep game system in a room where parents can see it D.H.
  • find more acceptable video games, where the targets are not human or where the object isn't killing D.H.
  • sports games are educational and more appropriate than violent games D.H.

Managing video game playing in the home
http://www.media-awareness.ca/english/parents/video_games/videogame_play_at_home.cfm 11/18/08
WHAT PARENTS SHOULD DO D.H.
  • Studies show that parents rarely play video games with their kids and have little knowledge D.H.
  • kids are much more likely to follow parents advice if if you show you're interested D.H.
  • choose video games for them D.H.
  • games shouldn't contain violence or stereotyping D.H.
  • Always check the rating on a game D.H.
  • parents should talk to kids about the games they like D.H.
  • play with kids, particularly if they have a new game D.H.
  • have your computer or video game console in a public area D.H.
  • put restrictions on accounts at local video stores of certain games D.H.
  • tell kids why you approve or disapprove certain game play D.H.
  • parents definitely influence childrens decisions, especially on media D.H.
  • Don't ban game playing outright. its an important part of children's lives D.H.
  • Establish rules for how much time your kids can play D.H.
  • encourage and support your child's participation in other activities. D.H.
  • Many homes have "not until homework is completed" or "only on the weekend" rules D.H.
  • stick to games that kids have interests in such as book themes D.H.
  • keep in mind that many games take a certain amount of time to finish. D.H.
  • kids will respect your feelings D.H.
  • games can become more violent as you play them longer D.H.
  • invest a decent amount of time playing children's games D.H.
  • be there when they buy or rent them D.H.
  • Talk to other parents for advice and suggestions of good games D.H.
  • ratings of games can sometimes be confusing D.H.
  • find games that require strategy D.H.
  • games should have problem solving games D.H.
  • look for games that have some of the child's interests D.H.









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